prokopetz:

prokopetz:

Tips for using fumbles/critical failures in your tabletop game:

1. Don’t. Critical failures are typically appropriate only for explicitly comedic games. This isn’t to say that funny things can’t happen in any game - certainly they can! - but by employing critical failures, you end up with a game where the rules themselves mandate a certain minimum level of slapstick bullshit, regardless of circumstance. It doesn’t hurt to consider whether that’s actually the kind of game you want to run.

(Note that comedy doesn’t just mean Looney Tunes. A dystopian bureaucracy milieu where people die horribly for making mistakes on paperwork is also a comedy game - for certain values of comedy! - so critical failures may be appropriate there. This guideline isn’t intended to restrict, but to encourage you to think about the rules in terms of what style of play you’re trying to foster.)

2. Respect player agency. A common error of novice GMs is to use critical failures as an excuse to hijack players’ characters and have them do things they’d never do voluntarily simply because it would be funny. An example I see frequently is “you fumbled your First Aid roll, so instead you stab your patient in the face with a knife”; that’s good for a cheap laugh, but unless the tone of your game is straight up Looney Tunes, it’s not a reasonable outcome of simply being very bad at first aid. Bad dice rolls represent errors in performance and judgement, not random demonic possession.

(Obviously narrative context is important here; “my character is possessed by a minor demon that forces her to do something pointlessly evil every time she rolls a fumble” and “my character is a literal space alien who often harms people unwittingly because she doesn’t understand how humans work” might both make the face-stabbing thing acceptable, because now it reasonably proceeds from established characterisation. Those are outliers, though.)

3. Keep the magnitude of fumbles commensurate with what was attempted. Inadvertently starting a war by critically failing a Subterfuge check to lie to the King may be reasonable; inadvertently starting a war by critically failing a Streetwise check to gather rumours in a tavern typically won’t be. Barring exceptional circumstances, players should have a reasonably good idea of what’s at stake whenever they pick up the dice, and disproportionately harsh critical failures make it impossible ever to know what’s at stake.

This also applies across classes of activities. If the typical result of fumbling an attack roll is “you pull a muscle” and the typical result of fumbling an Athletics roll is “you slip, break your neck and die instantly”, the message you’re sending to your players is that you’d prefer them to resolve their problems with fistfights rather than footraces in your game - which is a problem if that’s not the style of play you’d intended to encourage.

4. Don’t foreclose: redirect. A critical failure that simply blows the players’ plans out of the water and renders whatever they were trying to achieve impossible is bad not because it’s unfair, but because it’s boring. Blocking is poor improv, and it doesn’t become less bad just because the dice gave you an excuse. A good fumble simply creates complications that need to be addressed, or shuts down the players’ current approach while creating or highlighting a different route to the same goal.

(This is especially important to keep in mind when your players’ plans require more than one roll. Even if the odds of critically failing any one roll are very low, the likelihood that at least one of a long series of rolls will turn up a fumble is very high. If any one fumble renders the whole plan impossible, nothing will ever get done. Most tabletop RPGs are strongly informed by heist fiction, so take your cues from capers: disasters and opportunities are the same thing.)

@kittenclysm replied:

Fumbles don’t have to be nutty slapstick, that’s just what a lot of people do. Having your bowstring snap or your spell puff out isn’t necessarily comedic, it can also be serious. Very serious in some cases, that’s the point of fumbles.

They can be described that way, yeah. However, as fumbles are typically implemented (i.e., the “a natural 1 on a d20 is a critical failure” approach), the rules are working against doing do.

The compound probability issue cited in point 4 is your enemy there: even if critical failures are rare on any individual roll, risky activities - particularly combat, in most games - tend to involve a whole lot of rolls, so in aggregate they’re happening constantly.

Between the spectacle of a group of ostensibly highly skilled characters having improbably terrible things happen to them constantly for no reason and the accompanying creative fatigue of needing to describe that many critical failures, things are going to quickly slide toward comedy.

Let’s suppose that you want to avoid that issue but still want to have critical failures, though. It’s not my favourite way to play - I prefer to keep fumbles to their native idiom - but there are a few basic approaches you can use to successfully incorporate critical failures into a more serious game.

1. Make ‘em rare. The simplest way to avoid critical failure pileups turning your game into farce is to make them very unlikely on an individual basis - much more unlikely than the old one-in-twenty rule. You’ll still get a reasonable number of them overall because of our friend compound probability, but you’ll avoid big slapstick clusters of them.

If you’re using large enough dice - e.g., percentile dice - this can be as simple as shrinking the critical failure range. Dice pools, conversely, can make the odds of a fumble dependent on the acting character; many dice pool systems impose a critical failure only if all of the dice come up 1s, which means fumbles are fairly common when you don’t know what you’re doing, but become very rare when acting within your sphere of competency.

(If you’re not using percentiles or dice pools but still want to adopt this approach, an easy hack is to steal the crit confirmation rule from D&D3.5E/Pathfinder: when the dreaded natural 1 comes up, make a second attack roll or skill check with identical modifiers to “confirm” it. If the second roll also fails, it’s a fumble; otherwise, you’ve made a last-minute save and it’s just an ordinary failure. This belongs to the “critical failures are less likely within your sphere of competence” variant of this approach.)

2. Make ‘em voluntary - for the player, if not necessarily for the character. As above, there are two variants of this approach: making the circumstances under which fumbles can occur voluntary, and making accepting the fumble itself voluntary.

Chronicles of Darkness uses the first variant: if you end up in a situation where you’re eating enough penalties to push your dice pool all the way down to zero, and you choose to roll for it anyway, you can get a critical failure. On the flip side, any number of action games use a risk-for-reward implementation where you can claim a bonus on a roll by describing extra risks you’re taking, with the cost that if you take the bonus and fail anyway, it’s a fumble.

Making the fumble itself voluntary is more of a storygame thing, so how it works depends a lot on how the game in question is set up, but the gist of it is that when the opportunity for a critical failure arises, you can either claim a bonus for accepting it or spend some sort of game currency to reject it.

(A simple hack of of the second variant for D&D5E might be to change how inspiration works so that you can spend inspiration after seeing the result of a roll in order to reroll it, rather than spending it up front for advantage - though this alone may not be enough to avoid the fumble pileup problem unless you also increase how frequently inspiration can be used. This obviously makes inspiration a lot more powerful; if you’re adding fumbles to a D&D5E game, that may not be unwarranted!)

3. Make ‘em situational. This could be considered another variant of “make ‘em voluntary”, but it has enough potential wrinkles to be worth discussing on its own. The basic idea where is that critical failures apply to some but not all rolls - and the rolls they do apply to are rare enough that fumble pileups just aren’t a thing that happens, freeing you to keep fumbles frequent in that one specific context without the risk of descending into slapstick.

For example, in a game where the danger of magic is a major theme, you could have critical failures apply to rolls to cast spells, but nothing else. Beyond the Wall and Other Adventures - a game about community-building where magic users are cast as dangerous outsiders - uses this approach, paired with a variant of the voluntary-fumbles approach whereby a magic-user can avoid having a spell go out of control by choosing to becoming exhausted instead.

(Making “combat” the particular situation in which critical failures are used may be intuitive, but combat involves so many rolls in most games that you’re likely to just reintroduce the fumble pileup problem unless you’re talking about a game where fighting things is rare.)

(via maybeiwasserious)

brainwad:

madmaudlingoes:

sergeant-angels-trashcan:

thegestianpoet:

chris hemsworth is like a DnD character whose class 100% does not require a high charisma stat but he put it as his highest stat anyways like “hmm I think it will be useful (:” so he just walks around as a muscle-bound brawler who can also inexplicably get anything he wants from anyone by smiling at them 

Him and Terry Crews

Terry Crews: high-level fighter who also multiclassed into bard, for some reason.

Chris Hemsworth: that barbarian who loves to knit.

Chris Evans, though, is the Bard who put a lot into STR and uses Persuasion to get people to fight him.

(via ekjohnston)

thestuffedalligator:

Critical Role has completely, and probably irreversibly, turned firbolgs from “Friendly Race Of Giant-Kin” to “Straight Up Cow Furries” and I just

Matt Mercer turn on your location I just want to talk. Why specifically cows. They weren’t cows until you said they were cows, so why did you turn them into cows. They were humanoids for five goddamn editions now every firbolg I see is a cow. Do you understand the power that you have you have single-handedly altered the course of the depiction of an entire D&D race

(via lastforest)

prokopetz:

Alternative to the tired old wizard-with-a-sugar-daddy interpretation of the patron/warlock relationship in Dungeons & Dragons:

  • Clueless boss and long-suffering employee, whose powers are basically the magical equivalent of pilfering office supplies for personal use

  • Scheming master and duplicitous apprentice who are totally open about their loathing for each other and are keen to see who betrays whom first

  • Bureaucratic devil and soul-peddling diabolist with a contract a mile long, each honestly believing they’re getting the better of the other

  • Glowering quartermaster and loose-cannon operative, whose record for getting results just barely justifies the expense of employing them

  • Indifferent parent who pays their estranged offspring’s allowance like clockwork but otherwise prefers to deal with them as little as possible

  • Vast, slumbering god-monster and amoral parabiologist who knows which spots to poke with a stick to provoke particular autonomic responses

(via geekhyena)

Anonymous asked: Today I learned that d2s exist. Do D1s exist?

battlecrazed-axe-mage:

The d1 is “because I’m the DM and I say so”

mooreaux:
“bein’ an elf in the Blight ain’t easy
”

mooreaux:

bein’ an elf in the Blight ain’t easy

(via triaelf9)

bears-official:

fizzityuck:

Some of the new items from my fave D&D NPC’s refurbished Slightly-Cursed Items Shop, in which she sells my players items ranging from effectively useless to legitimately deadly – but always entertaining. Feel free to use these tragedies!

UH SCUSE an first of these things sound EXTREMLY ROOD

(via nudityandnerdery)

celia-rguez:

“It is usually very common for old magic users to bind their sight to a loyal pet of their choice. Illnesses such as cataracts and glaucoma occur fairly often, and even magic is unable to cure these physical issues, being the eyes specially delicate organs; Spirit senses are very developed after years of experience, so it’s much easier to form a bond with the animal. Most of the time they report to being able to see much better than when they had their own eyes.”

Instagram ➡ celia.rguez

breathtakingqueens:

“She makes you believe that magic exists on planet Earth because she is magical, from her voice to her presence to the way she moves,” says actress Blake Lively, Welch’s close friend. “The way she tells a story with every part of herself – really, she is unlike anyone I have ever seen. Onstage, there is such a ferocity that comes out in the way she communicates, and in person, there is such delicacy. It’s amazing how she can be both these things simultaneously.”
- Florence Welch photographed by Nicole Nodland for Billboard (October 2018) [ x ]

(via beaft)

lawfulgoodness:

whispered-sparks:

lawfulgoodness:

prokopetz:

A D&D party is just half a dozen people who each think of themselves as the only adult in the room.

I appreciate the sentiment, but has any bard, sorcerer, or barbarian ever considered themselves the only adult?

Considers themself the only adult: Cleric, Monk, Paladin, Wizard

Knows they’re maniacs (will not stop): Barbarian, Bard, Sorcerer, Warlock

Depends on the day tbh: Druid, Fighter, Ranger, Rogue

This is the kind of content I’m here for.

(via criticalrolo)